about me

I am a Utah based game programmer, and I'm currently pursuing a bachelors degree in Computer Science with an emphasis on game development at the University of Utah, the #1 ranked game school in the US.

I taught myself to write Hello world in C++ when I was 12, and have been obsessed with programming ever since. I'm passionate about games as a creative medium, and my goal has always been to contribute as much as I can to the development of unique and innovative games.

selected projects

Paint landscapes and discover the memories of the last survivor of the first martian colony.

PRCO is currently being developed by Josh O'Caoimh and me. Coming soon!

Engine: Unity

Platforms: Windows, Mac, Linux

A short narrative game where you find important objects that link together different scenes and piece together a story. Made in two weeks for Adventure Jam 2016 by Josh O'Caoimh and me. I did the programming, Josh did the art, and we collaborated on everything else. It was written about on Alpha Beta Gamer, PCGamer, and RockPaperShotgun.

"For a game that was created in just 2 weeks, Torpor boasts an exciting and rich gameplay experience that will leave the player questioning how the events connect to one another..." - Alpha Beta Gamer

~Also Markiplier played it and I just think thats really cool so check this out~

Engine: Unity

Platforms: Windows, Mac, Linux

A relaxing zen game about picking flowers and getting older.

Engine: Unity

Platforms: Windows, Mac, Linux

An open-world 2D platformer where jumping is a resource. I made Retrostasis in 72 hours for Gamejolt's GDC jam. Everything but the music was done by me. Retrostasis won fourth place out of 128 games, and I got to show it at Gamejolt's booth at GDC 2016.

Engine: Unity

Platforms: Windows, Mac, Linux

Binaural infinite runner set to the music of Proleter. In ZERO, you dodge objects that are procedurally generated based on the background track.

A game where you catch nuts that fall from the sky. Made in one night for a gamejam put on by the Gamecraft club at the University of Utah.

As lead programmer, I worked with and organized a team of 6 other programmers, many of whom had little Unity experience. I also worked closely with the producer, artists, and audio engineers to ensure that everyone was always on the same page. We started brainstorming for the game at 7p.m., had a functioning prototype at midnight, and finished the game around two in the morning.

A 2D Platformer where the player eats to grow, and vomits to shrink. Made in 48 hours with the help of Daniel Sitnick. Daniel did the art, I did the code, and everything else was collaboration. Bitey got third place in BaconGameJam 7.